#pragma once
#ifndef WEATHER_H
#define WEATHER_H

#include "color.h"

/**
 * @name BODYTEMP
 * Body temperature.
 * Body temperature is measured on a scale of 0u to 10000u, where 10u = 0.02C and 5000u is 37C
 * Outdoor temperature uses similar numbers, but on a different scale: 2200u = 22C, where 10u = 0.1C.
 * Most values can be changed with no impact on calculations.
 * Maximum heat cannot pass 15000u, otherwise the player will vomit to death.
 */
///@{
#define BODYTEMP_FREEZING 500   //!< More aggressive cold effects.
#define BODYTEMP_VERY_COLD 2000 //!< This value means frostbite occurs at the warmest temperature of 1C. If changed, the temp_conv calculation should be reexamined.
#define BODYTEMP_COLD 3500      //!< Frostbite timer will not improve while below this point.
#define BODYTEMP_NORM 5000      //!< Do not change this value, it is an arbitrary anchor on which other calculations are made.
#define BODYTEMP_HOT 6500       //!< Level 1 hotness.
#define BODYTEMP_VERY_HOT 8000  //!< Level 2 hotness.
#define BODYTEMP_SCORCHING 9500 //!< Level 3 hotness.
///@}

#include <string>
#include <vector>
#include <utility>

class time_duration;
class time_point;
class item;
struct point;
struct tripoint;
struct trap;
struct rl_vec2d;
template<typename T>
class int_id;
struct oter_t;
using oter_id = int_id<oter_t>;

/**
 * Weather type enum.
 */
enum weather_type : int {
    WEATHER_NULL,         //!< For data and stuff
    WEATHER_CLEAR,        //!< No effects
    WEATHER_SUNNY,        //!< Glare if no eye protection
    WEATHER_CLOUDY,       //!< No effects
    WEATHER_DRIZZLE,      //!< Light rain
    WEATHER_RAINY,        //!< Lots of rain, sight penalties
    WEATHER_THUNDER,      //!< Warns of lightning to come
    WEATHER_LIGHTNING,    //!< Rare lightning strikes!
    WEATHER_ACID_DRIZZLE, //!< No real effects; warning of acid rain
    WEATHER_ACID_RAIN,    //!< Minor acid damage
    WEATHER_FLURRIES,     //!< Light snow
    WEATHER_SNOW,         //!< Medium snow glare effects
    WEATHER_SNOWSTORM,    //!< Heavy snow glare effects, sight penalties
    NUM_WEATHER_TYPES     //!< Sentinel value
};

/**
 * Weather animation class.
 */
struct weather_animation_t {
    float    factor;
    nc_color color;
    char     glyph;
};

/**
 * Weather animation settings for the given type.
 */
weather_animation_t get_weather_animation( weather_type type );

/**
 * Weather drawing tracking.
 * Used for redrawing the view coordinates overwritten by the previous frame's animation bits (raindrops, snowflakes, etc,) and to draw this frame's weather animation.
 * @see game::get_player_input
 */
struct weather_printable {
    weather_type wtype; //!< Weather type in use.
    std::vector<std::pair<int, int> > vdrops; //!< Coordinates targeted for droplets.
    nc_color colGlyph; //!< Color to draw glyph this animation frame.
    char cGlyph; //!< Glyph to draw this animation frame.
    int startx;
    int starty;
    int endx;
    int endy;
};

/**
 * Environmental effects and ramifications of weather.
 * Visibility range changes are done elsewhere.
 */
namespace weather_effect
{
void none();        //!< Fallback weather.
void glare( bool );
void wet();
void very_wet();
void thunder();
void lightning();
void light_acid();
void acid();
void flurry();      //!< Currently flurries have no additional effects.
void snow();
void sunny();
void snow_glare();
void snowstorm();
} //namespace weather_effect

struct weather_datum {
    std::string name;       //!< UI name of weather type.
    nc_color color;         //!< UI color of weather type.
    int ranged_penalty;     //!< Penalty to ranged attacks.
    float sight_penalty;    //!< Penalty to per-square visibility, applied in transparency map.
    int light_modifier;     //!< Modification to ambient light.
    int sound_attn;         //!< Sound attenuation of a given weather type.
    bool dangerous;         //!< If true, our activity gets interrupted.
    void ( *effect )();     //!< Function pointer for weather effects.
};

struct weather_sum {
    int rain_amount = 0;
    int acid_amount = 0;
    float sunlight = 0.0f;
};

weather_datum const weather_data( weather_type const type );

std::string weather_forecast( const point &abs_sm_pos );

// Returns input value (in Fahrenheit) converted to whatever temperature scale set in options.
//
// If scale is Celsius:    temperature(100) will return "37C"
// If scale is Fahrenheit: temperature(100) will return "100F"
//
// Use the decimals parameter to set number of decimal places returned in string.
std::string print_temperature( double fahrenheit, int decimals = 0 );
std::string print_humidity( double humidity, int decimals = 0 );
std::string print_pressure( double pressure, int decimals = 0 );

int get_local_windchill( double temperature, double humidity, double windpower );
int get_local_humidity( double humidity, weather_type weather, bool sheltered = false );
double get_local_windpower( double windpower, const oter_id &omter, const tripoint &location,
                            const int &winddirection,
                            bool sheltered = false );

weather_sum sum_conditions( const time_point &start,
                            const time_point &end,
                            const tripoint &location );

/**
 * @param it The container item which is to be filled.
 * @param pos The absolute position of the funnel (in the map square system, the one used
 * by the @ref map, but absolute).
 * @param tr The funnel (trap which acts as a funnel).
 */
void retroactively_fill_from_funnel( item &it, const trap &tr, const time_point &start,
                                     const time_point &end, const tripoint &pos );

double funnel_charges_per_turn( double surface_area_mm2, double rain_depth_mm_per_hour );

/**
 * Get the amount of rotting that an item would accumulate between start and end turn at the given
 * locations.
 * The location is in absolute maps squares (the system which the @ref map uses),
 * but absolute (@ref map::getabs).
 * The returned value is in time at standard conditions it is `end - start`.
 */
time_duration get_rot_since( const time_point &start, const time_point &end, const tripoint &pos );

rl_vec2d convert_wind_to_coord( const int angle );

std::string get_wind_arrow( int );

std::string get_wind_desc( double );
/**
* Calculates rot per hour at given temperature. Reference in weather_data.cpp
*/
int get_hourly_rotpoints_at_temp( const int temp );

/**
 * Is it warm enough to plant seeds?
 */
bool warm_enough_to_plant();

bool is_wind_blocker( const tripoint &location );

#endif
